Problems With Combat Finishing Animations

Post » Wed Sep 01, 2010 9:52 pm

Hey everyone, I'm new here on the forums and I wanted to share and get feedback on a topic thats recently been on my mind.

As many of you may know, in Oblivion some quests required you to harm, but not kill, a certain NPC. In Skyrim, a series of kill finishing animations would be introduced, which, don't get me wrong, sound incredible. After thinking about how these ending moves would work, however, some issues have been brought to my attention. Let's say that a character has a VERY high strength, blade, or whatever other attribute that would increase the chance of triggering one of these animations, whether it be a beheading, throat-slicing, etc. For a quest such as the one mentioned above, this would ultimately result in failure.

I do, however, have complete faith in Bethesda and hope they have already thought of this, but if by some bizarre way they have overlooked the issue, what do you think could be some alternative to forfeiting the quest completion? Also, what other issues do you believe could arise from these animations?

I apologize in advance if a topic similar to this one has already been discussed, but as I said I'm new to the forums and am still familiarizing myself with its features.

Thanks
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Far'ed K.G.h.m
 
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Post » Wed Sep 01, 2010 11:14 am

Welcome to the forums :thumbsup:
I don't know what to say to this other than,i think bethesda has thought of this,we have non combat skills too. :)
I don't think you need to worry my friend :thumbsup:
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Kate Murrell
 
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Post » Wed Sep 01, 2010 4:36 pm

I am sure they have thought of that already

Here have a http://img110.imageshack.us/img110/3943/fishystickcf7.jpg
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stevie critchley
 
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Post » Wed Sep 01, 2010 6:40 pm

Fear not, pretty much every topic has been discussed to death, so it's no prob really.

That said, I'm sure quest important npc's will be unkillable like in OB (which imo svcked, but not expected any improvements in that area).

My major concern is actually that we'll be locked on a character during this animation, which I think might feel a lil restrictive
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Bellismydesi
 
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Post » Wed Sep 01, 2010 11:11 pm

I'm sure NPCs needed to be kept alive for quests would be immune to kill animations (At least I hope they thought that far ahead...)
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Dalley hussain
 
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Post » Wed Sep 01, 2010 10:52 am

Finishing moves are probably only activated at the end of a fight when an enemy has no more health...
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Stefanny Cardona
 
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Post » Wed Sep 01, 2010 8:48 pm

Fear not, pretty much every topic has been discussed to death, so it's no prob really.

That said, I'm sure quest important npc's will be unkillable like in OB (which imo svcked, but not expected any improvements in that area).

My major concern is actually that we'll be locked on a character during this animation, which I think might feel a lil restrictive


Good to hear, and yeah I completely agree that Oblivion's solution to the issue was "--------- is unconcious", though it is somewhat practical.

And I'm glad you brought up that concern because I hadn't thought of it. If I'm not mistaken, it was revealed that Skyrim's combat system would be somewhat similar to that of the Assassin Creed series, which I'm slightly conflicted about because as you said, it could feel restricted and combat choices could be limited as a result, especially when fighting a group rather than an individual.
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Marquis deVille
 
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Post » Wed Sep 01, 2010 5:00 pm

Finishing moves are probably only activated at the end of a fight when an enemy has no more health...


That's a really good point. :)
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Sophie Morrell
 
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Post » Wed Sep 01, 2010 9:55 pm

Good to hear, and yeah I completely agree that Oblivion's solution to the issue was "--------- is unconcious", though it is somewhat practical.

And I'm glad you brought up that concern because I hadn't thought of it. If I'm not mistaken, it was revealed that Skyrim's combat system would be somewhat similar to that of the Assassin Creed series, which I'm slightly conflicted about because as you said, it could feel restricted and combat choices could be limited as a result, especially when fighting a group rather than an individual.



I really hope it will not be like AC, it works allright for AC, because AC is not about combat mainly, it about pakour. TES on the other hand is about open world combat, and being forced to single targeting would be devistating to my experience. But I doubt it'll be anything that heavy, maybe only a slight thing that we hopefully can turn off. It's mainly the finishing moves that bothers me, and I dont really feel they add too much. I can see them being cool for stealth kills ect, but not for fast paced combat
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Esther Fernandez
 
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Post » Wed Sep 01, 2010 4:14 pm

Bethesda knows what they're doing
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Sarah Edmunds
 
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Post » Wed Sep 01, 2010 10:23 pm

I really hope it will not be like AC, it works allright for AC, because AC is not about combat mainly, it about pakour.

^
| this

AC brotherhood has a good combat system and a big part of the game is based around instantly killing your enemy. IMO its great for the AC series but TES is not about instantly killing your enemy (excluding stealth characters), if they made it so that you could instantly kill an enemy without any real exchanging of attacks it would change the combat system too much. they should make it so that if you get your enemy below half health you can finish them, but it leaves you vulnerable so that it would be a useful tool for assassins but fighting a group of enemies would not be an ideal situation for a finishing move.
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Heather Dawson
 
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Post » Wed Sep 01, 2010 9:04 pm

My concern with finishing moves is this: that I'll be engaged in combat with multiple enemies and I'll get stuck performing an elaborate finishing move against one and be unable to react to my other opponents until it's finished. (Rather like the kill cam in F:NV)
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Nick Swan
 
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Post » Wed Sep 01, 2010 6:02 pm

$10 that Toy_Soldier is a dev
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Enie van Bied
 
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Post » Wed Sep 01, 2010 10:40 am

I don't believe finishing moves will be activated unless the enemy is very low on health. So if there is a quest in which you have to harm an enemy, you probably don't need to get them that low.
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Aman Bhattal
 
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Post » Wed Sep 01, 2010 9:22 pm

Pretty sure they will block the animations for quest related stuff. But it could prove to be a problem if say i wanted to attack but not kill a non quest NPC
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Bird
 
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Post » Wed Sep 01, 2010 2:11 pm

I'm with everyone else. I'm pretty sure the finishing moves will be disabled for NPCs like that.
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chirsty aggas
 
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Post » Wed Sep 01, 2010 11:33 am

Yeah i think that would be fairly obvious to disable those for quest NPCs.
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Bee Baby
 
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Post » Wed Sep 01, 2010 10:49 am

I dont think something so dumb as this would be missed out by people who have been doing games for over 15 years.
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Soph
 
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Post » Wed Sep 01, 2010 5:45 pm

Finishing moves replace that last swing of your weapon to kill an enemy. It changes nothing from Oblivion.
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Pawel Platek
 
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Post » Wed Sep 01, 2010 1:03 pm

I don't see the problem here, you might as well kill the target in OB too :/ Finishing moves are not special insta kill attacks, I think. Instead, they will probably take place instead of a normal attack when your strike would be lethal.

Edit: As Luke Skyrimmer said
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Kari Depp
 
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Post » Wed Sep 01, 2010 7:07 pm

$10 that Toy_Soldier is a dev

Why do you say that?
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clelia vega
 
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